ksp plane takeoff

Finally you need to make sure it's all balanced, this means the centre of lift marker needs to be very slightly behind the centre of mass marker. I just built a plane but when i launch it just slides and spins slowly to the right, any ideas on why this is happening? Pasted as rich text. While all other cargo bays are fine for making spaceplanes, the Mk3 Cargo Ramp produces obscene amounts of drag, which can easily prevent reaching orbital velocities by itself. All lift-rating means is that the wing section will resist motion perpendicular to its plane. Is there a way to rectify this problem. the I place on the wing and attach landing gear on those, it sometimes takes a few tries to find the right spot but well worth it. I found biggest cause of this as well as not being able to possibly correct is having sas on during takeoff, make sure that is off during take off and should find problem is less likely to occur, but I too struggle to make working space planes even when center of lift, mass, thrust are all as needed. They could go up to 120 m/s on the runway and still not lift up. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. If you're planning on landing on a somewhat uneven surface, like an open grassland somewhere on Kerbin or an island on Laythe, consider packing some parachutes for deceleration. Not sure why you would want that stability for speeds in excess of 200 m/s though, as most planes will take off and land at far slower speeds. Your wings provide the lift, and they cant provide lift if your wheels are too far back because then your base is to stable and the craft wont pivot upwards. How wide is the base. Elevators are usually places in the front or back of an aircraft, and their function, as the name implies, is to change the pitch of the nose up and down. And also place them further apart. Descending greater than -10 m/s usually makes a mess. Either put more engines or reduce the amount of rocket fuel. When your altitude reaches 35km, start pulling up gently. Hot ground causes air to rise, cooling as it moves away from the heat, which leads to increased density and a resulting fall back down. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures How to Fly a Plane - KSP Beginner's Tutorial - YouTube 0:00 / 25:53 How to Fly a Plane - KSP Beginner's Tutorial Mike Aben 30.6K subscribers 78K views 2 years ago KSP - Absolute Beginner's. This thread is quite old. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa Such as not producing lift, which is not what you want with a plane. Do agree that the rear wheels either need to be brought closer or or the Nenter of mass needs to be move closer to the rear wheels. Plane spins/lurches to the side during takeoff? Keep your spaceplane pointed about 90 degrees above prograde so that the wings and body of your aircraft slow you down as much as possible. 2022 Take-Two Interactive Software, Inc. As the title says, my plane dips and turns to the side, clips its wing on the runway and loses it, does the same on the other side, then crashes and explodes, without even getting airborne. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. I removed them and it works fine now. All rights reserved. Now for the engines. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. This can easily cause you to crash on landing. KSP 2 speculation: I believe terraforming will be a feature of the game. Please consider starting a new thread rather than reviving this one. I made a KSP replica of the Horten Ho 229 while trying to make a short takeoff plane.If you have any questions or suggestions, let me know in the comments.My. An active front brake can cause your aircraft to rapidly and uncontrollably pivot left or right during landing, and high friction from the front wheel can potentially cause your plane to swerve violently both in landing and takeoff. Next you need landing gear. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! Be aware that while this angle will provide the lowest possible landing speed for your spaceplane, it will create problems if your center of gravity is too far ahead of your rear landing gears (causing a high-speed nose collision on touchdown) or if your rear landing gears are too far ahead of your engines, causing them to strike the runway first. This thread is archived . The SSTO I took to Laythe recently has only one minor flaw using this design, I have to raise the landing gear and pull back slightly to take off. Valve Corporation. Your previous content has been restored. This helps to keep the performance of your spaceplane stable with any amount of fuel. everytime i make a powered plane, it always flips over and points backwards after i take off. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. First try speed over land reached over 210 m/s before flipping in the last second. Works well on small craft. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. The centre of mass was between the 2 landing gears. If your spaceplane is able to fly and land steadily at low speeds but just you're having difficulty slowing down as you approach the runway, try to reach your desired speed first and then approach the runway in almost level flight. It doesn't really matter if you angle them or not, there is not a single configuration for the wheels that can work on all plane parts. (For test purposes, all aircraft are not pitched up and SAS is turned off. 3. angle of the wheels. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). Keep your spaceplane pointed about 90 degrees above prograde so that the wings and body of your aircraft slow you down as much as possible. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. However, they do take a conventional mix of fuel and oxidizer, and thus require much more fuel mass than jet engines or LV-N Nerv. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. As you would expect, spaceplanes need wings: they have various shapes and dimensions, and they differ basically in lift rating: you will want to have enough lift to keep your fuselage approximately prograde during your ascent to orbit. Need to move them up. if mounted on not struted part) 2. put your main gear slightly behind center of mass. Thank you and happy landings. For more information, please see our Your plane is almost finished. Tutorial:Basic SSTO Design - Kerbal Space Program Wiki With initial passes, you start off with a periapsis at 50-60 km and gradually lower your apoapsis until you're in an almost circularized low orbit and then transition to your usual re-entry approach. Aircraft in this game is almost unfeasible, especially in career mode, you will lose all your money before you finally design an aircraft that can even takeoff. Unfortunately, with only these basic parts, landing on the runway won't be easy; a viable alternative is to throttle down to nothing, then belly-flop in the ocean. Wing shapes do not appear to have a significant impact on drag or drag-to-lift ratio at this time, but swept wings are still an easy way to help ensure that your center of lift stays behind your center of mass. It is usually placed back because it can be placed further back than it is possible in the front (if it is placed in the front, it can obstruct the view of the pilot, which is undesired) as well as making the plane unstable (by the same effect that you would get if the center of lift (horizontal lifting surfaces) were in front of the center of mass, but with vertical surfaces). These have an ISP of 800 in a vacuum which is significantly better than all other rocket motors except the very weak IX-6315 ion rocket. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . 1. tilt of the plane. http://www.youtube.com/user/Cruzanak?. Place your rear wheels/gear in front of the flaps on your wings. To avoid swerving on takeoff and landing, it is strongly recommended to turn off or reduce the strength of the front brake on your aircraft, as well as to reduce the friction control. Why does my plane roll left on takeoff : r/KerbalSpaceProgram - reddit In vanilla KSP, wings have a predefined lift factor. - Have enough lift, either by a big wing area or high speed. The issue is my plane rolls very sharply to the left any time I pitch up. if its too far behind plane cannot lift. So I have played the game for 200 hours and I love it. You cannot paste images directly. I just thought my planes were too heavy or not enough control surfaces. Symmetry placement should give you perfect symmetry, as far as the game is concerned. I have built lots of spaceplanes. Landing can be trickier for spaceplanes since they are designed for higher speeds than other aircraft and may not be able to fly level at speeds low enough for an easy landing (<50 m/s). Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. As with everything in KSP, experiment, experiment, experiment. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. But, likely guess is your craft is not producing enough lift. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. I'm making sure that I keep trying to get it up but it just wont go! These should be in the bottom left next to the display of the cost of the aircraft. Keep in mind that as your altitude increases, your control surfaces and winglets will become increasingly ineffective and will no longer work at all once you leave the atmosphere, so you may need to add alternative control systems like reaction wheels or RCS thrusters. All the weight is pushed on the middle and it can't pull up. Also avoid the basic fin for the same reason. Any plane needs speed - so you need thrust (usually). Beyond that, you're going to get some wobble once you get close to take off speed. Note that a Wheesley or Goliath engine can reverse its thrust to allow rapid deceleration during landing, but these are not recommended for a spaceplane due to being unreasonably heavy and inducing excessive drag when attempting to transition to orbital velocities. My Space Plane Keeps Flipping Backwards On The - Dive into anything Now right click each elevon and the tail fin and set what movement each controls; the ones on the large wings control roll only, the ones on the back wings control pitch only, and the tail fin controls yaw only. Upload or insert images from URL. Managed to fix it with some different wings; idk what was going on with the other ones but I was just thr FAT aeroplane wings. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. here are some images and a gif. (Yes, you personally, you lucky thing! To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. I took off and at 60 m/s I was in the air! While I am not a great plane builder there is a part in the structural (I think it is a pylon?) Reddit and its partners use cookies and similar technologies to provide you with a better experience. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). Flying a Space Station through a GAS GIANT! Doesnt make sense so just do this: Nope that didn't solve anything, even when the plane is past the runway and gliding on the little bit of space before the ocean it will slowly lower to the ocean, what am I doing wrong? The Whiplash's ridiculous fuel efficiency allows a spaceplane to climb high into the atmosphere and gain a lot of speed while barely using any fuel at all. Angled landing gear create rotational force for whatever reason. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. If you pull up and cause the tailwheel etiher to hit the ground if it was already up or push it into the ground if it was still in contact, you will create bounciness. If you can't slow down in time, you can simply flick your engines back on to take off and turn around for another try as you pass over the coast. Another trick is to move the rear landing gear forward, closer to the center of gravity. The most dangerous part of a spaceplane flight is returning from orbit. Firstly you're going to want to make a short fuselage. ), Stable aircraft: "Untitled" (lost the file upon loading after aircraft), Stable jet car: "Untitled" (Lost the file), Speed over land > 350 m/s before veering off the runway, Sometimes Stable Spaceplane: "Hypersonic Experimental". When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Conversely, if you keep all of the fuel in the back, you may find that your center of mass gradually drifts so far in front of your center of lift that you can't keep your nose up anymore, also potentially resulting in a fatal scenario. as Shkeec said check gear check gear check gear. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. The tutorial below explains everything very well. wings, unless they're very well braced). If, instead, all goes well, then once your jet engines have shut down you will need to start the second part of your space mission by switching to rockets. Hopefully this gets you your first aircraft that can take off and land, which is the biggest hurdle to being able to make KSP aircraft. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Plane_Design&oldid=97453, In the front of the plane - In this position, the control surfaces are also known as , In the back of the plane, on the tail - The most usual position; usually, close to the rudder. Cure: Draw a mental axis from the nose to the tail of the plane and use the rotate tool (summetry on), on one of the wheels. Plane rolls uncontrollably on take-off : r/KerbalSpaceProgram Subscribe! Center of Mass and Center of Lift are the usual causes of instability. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. Aim to get your speed below 50m/s, and have plenty of water ahead of you; keep the plane level, and pitch up to shed velocity. Secondly, it would suggest that your spaceplane's center of lift is too far forward compared to its center of gravity (causing the uncontrollable spin). Please consider starting a new thread rather than reviving this one. You've just unlocked "Aviation" tech, you have a bunch of contracts that require you to stay at low altitude, and you want to build your first plane? Bit late i know, but i had the same problem. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. - SF. The problem could be due to several issues. All of them had one thing in common though. It's strongly recommended to keep your landing gears well-spaced from each other to ensure that the aircraft will be difficult to roll into a collision. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. After that, you face the challenge of touching down on the ground and coming to a stop safely without rolling and breaking off a wing or taking a nosedive and blowing your aircraft up on touchdown, or rolling off of the runway and into the ocean. Upload or insert images from URL. I managed to successfully takeoff and land this aircraft at least 20 times in a roll now and I haven't even lost a single pilot flying this. They sometimes coincide with ailerons on some, more space-economical, aircraft. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. - Make sure you have enough control authority to lift the nose up. Easier just to bring the rear wheels closer as well as a in line reacton wheel. However, don't bother going overboard with intakes because your engines will still shut off at high altitudes due to the low air pressure regardless of how many intakes you have. This page was last edited on 17 December 2021, at 13:14. My plane won't take off :: Kerbal Space Program - Steam Community Basic structure Firstly you're going to want to make a short fuselage. Take the large delta wings and place them on the aircraft. Unstable Aircraft: "FAR Firehound" (Stock).